anv/pipeline: Calculate the correct max_source_attr for 3DSTATE_SBE

This commit is contained in:
Jason Ekstrand 2016-03-05 08:45:01 -08:00
parent 81f30e2f50
commit 9a90176d48
1 changed files with 6 additions and 4 deletions

View File

@ -288,13 +288,12 @@ emit_3dstate_sbe(struct anv_pipeline *pipeline)
if (input_index < 0)
continue;
int source_attr = fs_input_map->varying_to_slot[attr];
max_source_attr = MAX2(max_source_attr, source_attr);
const int slot = fs_input_map->varying_to_slot[attr];
if (input_index >= 16)
continue;
if (source_attr == -1) {
if (slot == -1) {
/* This attribute does not exist in the VUE--that means that the
* vertex shader did not write to it. It could be that it's a
* regular varying read by the fragment shader but not written by
@ -308,10 +307,13 @@ emit_3dstate_sbe(struct anv_pipeline *pipeline)
swiz.Attribute[input_index].ComponentOverrideZ = true;
swiz.Attribute[input_index].ComponentOverrideW = true;
} else {
assert(slot >= 2);
const int source_attr = slot - 2;
max_source_attr = MAX2(max_source_attr, source_attr);
/* We have to subtract two slots to accout for the URB entry output
* read offset in the VS and GS stages.
*/
swiz.Attribute[input_index].SourceAttribute = source_attr - 2;
swiz.Attribute[input_index].SourceAttribute = source_attr;
}
}